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For all of you asking for a Crafting System...

Feb 22, 2005 Celkan link
... one is already in place.

Ever notice how after a CtC round, the more Xithricite crates that were collected by your side that (previous) round, the cheaper the Neutron MkIII is?

Well, this is due to a partially-functional crafting mechanism.

Only thing is, players don't have direct access to it; they can only indirectly influence it by trading and mining. Here are the facts.

1) The stations manufacture their own goods.
So? You already knew this. It's in one of the loading screen tips. But how they do is unknown to most players.

2) Stations use a form of crafting to determine the prices certain trade goods and weapons sell at.
This most players don't know. Here's how it works:
Definitions
- A, B, C, D, E, and F are basic trade goods or premium ores.
- G, H, I, J, K, and L are more advanced trade goods.
- X, Y, and Z are finished products. (In this case, weapons.)
- P represents the price of the item.
- nW represents the number of W widgets available.
- cW represents the number of W widgets created.
- We define: A+B=G, C+D=H, E+F=I, A+E=J, B+D=K, B+F=L, G+H=X, I+J=Y, K+L=Z

Math
For any of the items:
- nA + nB = cG (1000A + 500B = 500G)
- P is inversely proportional to cG. P = constant/cW + base price. This explains the apparent upper and lower limits to the sell prices. As constant/cW approaches zero, P stops decreasing due to the game engine's rounding of the numbers. As cW approaches zero, P approaches infinity, with the exception that the game engine can't handle fractions of widgets, so the lowest cW is allowed to go is 1.
- 250/500G + 100 cr = 100.5 cr -> 100 cr <--> 250/100G + 100 cr = 102.5 cr -> 103 cr (Please note that the numbers here are tremendously squashed. This is not the case in the game.)
- Repeat the process for H, and you can find out the price of X.

3) What does all this mean?
PLAYERS AFFECT WEAPONS PRICES. If you trade weapon components to a station that needs them/doesn't have them, you affect the price of the weapon because you affect the number of the components the station has in its "warehouse", which in turn affects the number of weapons that can be made, etc. etc.

4) Why shouldn't the players have access to a full, directly player-driven crafting system?
Because the devs have more important things to do. Capital ships, new missions, and storyline-driven entities within the game are more important than adding a new skill tree. Crafting will come in time. Some of us have waited 2 years for the game to come this far. The devs much longer. We can wait.

So can you.
Feb 22, 2005 AlienB link
Wow.
Feb 22, 2005 terjekv link
agreed. whow.

and yes, we can wait. great post. thanks.
Feb 22, 2005 roguelazer link
There's a post in which one of the devs talks about which goods are required for which weapons. It's useful to explain why N2's are cheaper than N1's in some stations.
Feb 23, 2005 Spider link
You forget that stations have different facilities There are a lot of "base" facilites that almost all stations have, but some are "special" and more uncommon.

Theese facilities are required in order to produce an item/ship/goods. So the avaiability of items in a station tries to be as complete as possible, but a station cannot provide equipment they do not have facilities to produce.

Also, Celkan. this doesn't explain the price-difference between Pyronis L6 and Initros O12 (the most dumped market in serco space?) on the N3, so its more than just the amount of goods delivered that affects the price.
Feb 23, 2005 Starfisher link
When people ask for a crafting system, what they really want is the ability to make something unique. What we have in place can hardly be called "crafting" - what we have now is an economy. I mean, I agree that we should wait for more important stuff to come out before begging for crafting (or really "manufacturing" or something, crafting sounds odd when applied to spaceships), but let's not start grasping at staws here.
Feb 23, 2005 Hoax link
Sometimes I make baloon animals during long trade runs. That's pretty crafty!
Feb 23, 2005 Forum Moderator link
I think the point is that there are the underpinnings of Crafting already woven in to the game - another example of Guild quietly working behind the scenes.
Feb 23, 2005 johnhawl218 link
The stations may have a way of manufacturing things via trade widges but it's not crafting or what ever you want to call it. Sure it's close but if you want to start saying that we already have it, which we don't, then at least in the wiki site, give us some info on what types of widgets affect which items so that we can then more precisely effect the weapons prices as you have outline. If we are not to get a true crafting systems, help us in using what IS in the game instead of implying that its there and then saying we have to wait.
Feb 23, 2005 Celkan link
We don't KNOW what makes what. All we know is how it works. I could easily ask Waylon to get the information to one of the wiki staff, who would in turn put it up, but that would require him to take time away from his job.
Feb 23, 2005 Forum Moderator link
Let's try this again:

He is describing a "...partially-functional crafting mechanism." It isn't done.

Okay, so he did say a system is already in place, which is technically true in that it is a rudimentary system. I can see where people might feel a little misled, though. Rather than getting angry, just try to appreciate that some of the aspects necessary for crafting are in place. We'll get there.
Feb 25, 2005 Suicidal Lemming link
Off topic post deleted.